-----Original Message----- From: owner-deadlands@gamerz.net [mailto:owner-deadlands@gamerz.net] On Behalf Of Jeff Yates Sent: Wednesday, October 20, 2004 9:45 AM To: deadlands@gamerz.net Subject: RE: [DL] Fanning, Single and Double action pistols. I tried to balance the weapons out a bit also. Made them more logical in game rules terms, at least to my mind, and consistent with autofire rules. You should be able to put more lead in the air with a DA pistol (as compared to SA), unless you fan the SA. The DA will have heavier trigger pull -- you are moving more mechanism, pushing against springs, etc, where the SA is just releasing a catch when squeezing the trigger. Makes a difference when you are trying to empty the gun quickly. I went so far as to write a document with house rules for my players. The Shootin' related bits are: ª Recoil penalties accrue at -2 per burst after the first in the ACTION for automatic weapons. Specific weapons may adjust this. After the ACTION is over, the recoil penalty starts over at 0. ª Most weapons only need one action to use (lariats and nets are example exceptions). This means "Shootin' From The Hip" penalties are nearly never used. So, rifles, shotguns, and single-action pistols fire once per card. Single-action revolvers can be fanned still, using the usual rules. ª Weapons with a rate of fire of 2 (2 shots per action) incur penalties much like automatics, with bursts of two shots, but the option of not firing in burst mode. These weapons include double-barrel shotguns, double-barrel scatterguns, double-action pistols (revolvers), and semi-automatic pistols. The second shot hits on a raise on the shootin' roll. Double-tappin' like this incurs a -2 penalty on shootin' rolls per double-tap in a ROUND after the first. Double-action revolvers have an additional -1 to every double-tap roll, unless specifically modified by a gunsmith. Example: Ronan draws his double-action peacemaker on three Mexican banditos. He decides to do a double-tap at each enemy, and finds that he has the action cards to empty his gun before they can shoot back. So, his first shot is at -1 for double-tapping a revolver. With a 6 he puts one bullet into the baddie. On an 11 the second hits. On Ronan's next card, he needs an 8 to hit with one bullet, and a 13 to hit with the second. On Ronan's third card, he needs a 10 to hit with one bullet, a 15 for two, and his gun is empty. If he had a double-action pistol with more shots, and waited 'till next round, his penalties would reset to zero - at least as far as double-tapping is concerned. ª Double barrel shotguns and scatterguns can double-tap, but don't suffer the penalties because they are empty after the one roll. Shoot carefully! I own a SAA reproduction. It is much easier to hit with a single bullet than my father's modern DA revolver -- just a little squeeze compared to what may be called an actual "pull." I tried fannin' once. Only once and only a couple of rounds. Not accurate, not at all. You'd have to be very very good to hit that way. So it makes sense to have nice penalties on that style of shootin' and then only very skilled PCs will try it and hope their big Shootin' die pool will counter the penalties. As a note -- we use the same house rules when playing HOE too, but you get fewer people fanning. More often you get wasters double tapping their autoloader pistols... Revolvers seem to be too old-fashiond. Jeff Y. Marshal for the Dynamite Gang. Wow that is pretty dang good. I am going to look at your rule and see if I can use it. I notice you to are talking about a -1 for the DA after the the first shot the "Double tap" rule? Where is this located at? I hope you don't mind if I steal this. I may modify it though. When I decide I will tell everyone what I did.
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